Add gaussian splat integration baseline
This commit is contained in:
@@ -1,12 +1,122 @@
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Shader "Builtin Gaussian Splat Utilities"
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{
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HLSLINCLUDE
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struct GaussianSplatOtherData
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{
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float4 rotation;
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float4 scaleReserved;
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};
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struct GaussianSplatViewData
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{
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float4 clipCenter;
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float4 ellipseAxisU;
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float4 ellipseAxisV;
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float4 colorOpacity;
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};
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uint FloatToSortableUint(float value)
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{
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const uint rawValue = asuint(value);
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const uint mask = (rawValue & 0x80000000u) != 0u ? 0xffffffffu : 0x80000000u;
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return rawValue ^ mask;
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}
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float3x3 CalcMatrixFromRotationScale(float4 rotation, float3 scale)
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{
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const float x = rotation.x;
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const float y = rotation.y;
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const float z = rotation.z;
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const float w = rotation.w;
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const float3x3 rotationMatrix = float3x3(
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1.0 - 2.0 * (y * y + z * z), 2.0 * (x * y - w * z), 2.0 * (x * z + w * y),
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2.0 * (x * y + w * z), 1.0 - 2.0 * (x * x + z * z), 2.0 * (y * z - w * x),
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2.0 * (x * z - w * y), 2.0 * (y * z + w * x), 1.0 - 2.0 * (x * x + y * y));
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const float3x3 scaleMatrix = float3x3(
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scale.x, 0.0, 0.0,
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0.0, scale.y, 0.0,
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0.0, 0.0, scale.z);
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return mul(rotationMatrix, scaleMatrix);
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}
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void CalcCovariance3D(float3x3 rotationScaleMatrix, out float3 sigma0, out float3 sigma1)
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{
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const float3x3 sigma = mul(rotationScaleMatrix, transpose(rotationScaleMatrix));
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sigma0 = float3(sigma._m00, sigma._m01, sigma._m02);
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sigma1 = float3(sigma._m11, sigma._m12, sigma._m22);
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}
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float3 CalcCovariance2D(
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float3 viewPosition,
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float3 covariance3D0,
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float3 covariance3D1,
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float4x4 viewMatrix,
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float4x4 projectionMatrix,
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float2 screenSize)
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{
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if (abs(viewPosition.z) <= 1.0e-5)
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{
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return float3(0.3, 0.0, 0.3);
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}
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const float aspect = projectionMatrix[0][0] / projectionMatrix[1][1];
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const float tanFovX = rcp(projectionMatrix[0][0]);
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const float tanFovY = rcp(projectionMatrix[1][1] * aspect);
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const float limitX = 1.3 * tanFovX;
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const float limitY = 1.3 * tanFovY;
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float3 clampedViewPosition = viewPosition;
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clampedViewPosition.x =
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clamp(clampedViewPosition.x / clampedViewPosition.z, -limitX, limitX) * clampedViewPosition.z;
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clampedViewPosition.y =
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clamp(clampedViewPosition.y / clampedViewPosition.z, -limitY, limitY) * clampedViewPosition.z;
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const float focalLength = screenSize.x * projectionMatrix[0][0] * 0.5;
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const float3x3 jacobian = float3x3(
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focalLength / clampedViewPosition.z,
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0.0,
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-(focalLength * clampedViewPosition.x) / (clampedViewPosition.z * clampedViewPosition.z),
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0.0,
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focalLength / clampedViewPosition.z,
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-(focalLength * clampedViewPosition.y) / (clampedViewPosition.z * clampedViewPosition.z),
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0.0,
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0.0,
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0.0);
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const float3x3 worldToView = (float3x3)viewMatrix;
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const float3x3 transform = mul(jacobian, worldToView);
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const float3x3 covariance3D = float3x3(
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covariance3D0.x, covariance3D0.y, covariance3D0.z,
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covariance3D0.y, covariance3D1.x, covariance3D1.y,
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covariance3D0.z, covariance3D1.y, covariance3D1.z);
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float3x3 covariance2D = mul(transform, mul(covariance3D, transpose(transform)));
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covariance2D._m00 += 0.3;
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covariance2D._m11 += 0.3;
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return float3(covariance2D._m00, covariance2D._m01, covariance2D._m11);
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}
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void DecomposeCovariance(float3 covariance2D, out float2 axisU, out float2 axisV)
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{
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const float diagonal0 = covariance2D.x;
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const float diagonal1 = covariance2D.z;
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const float offDiagonal = covariance2D.y;
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const float mid = 0.5 * (diagonal0 + diagonal1);
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const float radius = length(float2((diagonal0 - diagonal1) * 0.5, offDiagonal));
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const float lambda0 = max(mid + radius, 0.1);
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const float lambda1 = max(mid - radius, 0.1);
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float2 basis = normalize(float2(offDiagonal, lambda0 - diagonal0));
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if (all(abs(basis) < 1.0e-5))
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{
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basis = float2(1.0, 0.0);
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}
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basis.y = -basis.y;
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const float maxAxisLength = 4096.0;
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axisU = min(sqrt(2.0 * lambda0), maxAxisLength) * basis;
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axisV = min(sqrt(2.0 * lambda1), maxAxisLength) * float2(basis.y, -basis.x);
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}
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ENDHLSL
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SubShader
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@@ -25,18 +135,21 @@ Shader "Builtin Gaussian Splat Utilities"
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float4x4 gModelMatrix;
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float4 gCameraRight;
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float4 gCameraUp;
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float4 gScreenParams;
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float4 gSplatParams;
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};
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StructuredBuffer<float3> GaussianSplatPositions;
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StructuredBuffer<float4> GaussianSplatPositions;
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StructuredBuffer<GaussianSplatOtherData> GaussianSplatOther;
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StructuredBuffer<float4> GaussianSplatColor;
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RWStructuredBuffer<uint> GaussianSplatSortDistances;
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RWStructuredBuffer<uint> GaussianSplatOrderBuffer;
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RWStructuredBuffer<GaussianSplatViewData> GaussianSplatViewDataBuffer;
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[numthreads(64, 1, 1)]
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void GaussianSplatPrepareOrderCS(uint3 dispatchThreadId : SV_DispatchThreadID)
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{
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uint splatCount = 0u;
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GaussianSplatOrderBuffer.GetDimensions(splatCount);
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const uint splatCount = (uint)gSplatParams.x;
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const uint index = dispatchThreadId.x;
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if (index >= splatCount)
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{
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@@ -45,10 +158,46 @@ Shader "Builtin Gaussian Splat Utilities"
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GaussianSplatOrderBuffer[index] = index;
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const float3 localCenter = GaussianSplatPositions[index];
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const float3 viewCenter =
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mul(gViewMatrix, mul(gModelMatrix, float4(localCenter, 1.0))).xyz;
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GaussianSplatViewData viewData = (GaussianSplatViewData)0;
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const float3 localCenter = GaussianSplatPositions[index].xyz;
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const GaussianSplatOtherData otherData = GaussianSplatOther[index];
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const float4 colorOpacity = GaussianSplatColor[index];
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const float3 worldCenter = mul(gModelMatrix, float4(localCenter, 1.0)).xyz;
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const float3 viewCenter = mul(gViewMatrix, float4(worldCenter, 1.0)).xyz;
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GaussianSplatSortDistances[index] = FloatToSortableUint(viewCenter.z);
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const float4 clipCenter = mul(gProjectionMatrix, float4(viewCenter, 1.0));
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if (clipCenter.w > 0.0)
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{
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const float3x3 modelLinear = (float3x3)gModelMatrix;
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const float3x3 rotationScaleMatrix =
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CalcMatrixFromRotationScale(otherData.rotation, otherData.scaleReserved.xyz);
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const float3x3 worldRotationScale = mul(modelLinear, rotationScaleMatrix);
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float3 covariance3D0 = 0.0;
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float3 covariance3D1 = 0.0;
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CalcCovariance3D(worldRotationScale, covariance3D0, covariance3D1);
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const float3 covariance2D = CalcCovariance2D(
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viewCenter,
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covariance3D0,
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covariance3D1,
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gViewMatrix,
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gProjectionMatrix,
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gScreenParams.xy);
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float2 axisU = 0.0;
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float2 axisV = 0.0;
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DecomposeCovariance(covariance2D, axisU, axisV);
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viewData.clipCenter = clipCenter;
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viewData.ellipseAxisU = float4(axisU, 0.0, 0.0);
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viewData.ellipseAxisV = float4(axisV, 0.0, 0.0);
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viewData.colorOpacity = colorOpacity;
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}
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GaussianSplatViewDataBuffer[index] = viewData;
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}
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ENDHLSL
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}
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@@ -13,23 +13,26 @@ Shader "Builtin Gaussian Splat"
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float4x4 gModelMatrix;
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float4 gCameraRight;
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float4 gCameraUp;
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float4 gScreenParams;
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float4 gSplatParams;
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};
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cbuffer MaterialConstants
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{
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float4 gSplatParams;
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float4 gPointScaleParams;
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float4 gOpacityScaleParams;
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};
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struct GaussianSplatOtherData
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struct GaussianSplatViewData
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{
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float4 rotation;
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float4 scaleReserved;
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float4 clipCenter;
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float4 ellipseAxisU;
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float4 ellipseAxisV;
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float4 colorOpacity;
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};
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StructuredBuffer<uint> GaussianSplatOrderBuffer;
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StructuredBuffer<float3> GaussianSplatPositions;
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StructuredBuffer<GaussianSplatOtherData> GaussianSplatOther;
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StructuredBuffer<float4> GaussianSplatColor;
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StructuredBuffer<GaussianSplatViewData> GaussianSplatViewDataBuffer;
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struct VSOutput
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{
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@@ -53,39 +56,35 @@ Shader "Builtin Gaussian Splat"
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VSOutput MainVS(uint vertexId : SV_VertexID, uint instanceId : SV_InstanceID)
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{
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VSOutput output;
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const float2 corner = ResolveQuadCorner(vertexId);
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VSOutput output = (VSOutput)0;
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const uint splatIndex = GaussianSplatOrderBuffer[instanceId];
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const float3 localCenter = GaussianSplatPositions[splatIndex];
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const GaussianSplatOtherData otherData = GaussianSplatOther[splatIndex];
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const float4 colorOpacity = GaussianSplatColor[splatIndex];
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const GaussianSplatViewData viewData = GaussianSplatViewDataBuffer[splatIndex];
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const float3 worldCenter = mul(gModelMatrix, float4(localCenter, 1.0)).xyz;
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const float maxAxisScale =
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max(max(otherData.scaleReserved.x, otherData.scaleReserved.y), otherData.scaleReserved.z);
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const float radius = max(maxAxisScale * gSplatParams.x, 0.0001);
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const float3 worldPosition =
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worldCenter +
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gCameraRight.xyz * (corner.x * radius) +
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gCameraUp.xyz * (corner.y * radius);
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if (viewData.clipCenter.w <= 0.0)
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{
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const float nanValue = asfloat(0x7fc00000u);
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output.position = float4(nanValue, nanValue, nanValue, nanValue);
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return output;
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}
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output.position = mul(gProjectionMatrix, mul(gViewMatrix, float4(worldPosition, 1.0)));
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output.localUv = corner;
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output.colorOpacity = colorOpacity;
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const float2 quadPos = ResolveQuadCorner(vertexId) * 2.0;
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const float2 ellipseOffsetPixels =
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(quadPos.x * viewData.ellipseAxisU.xy + quadPos.y * viewData.ellipseAxisV.xy) * gPointScaleParams.x;
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const float2 clipOffset =
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ellipseOffsetPixels * (2.0 / max(gScreenParams.xy, float2(1.0, 1.0))) * viewData.clipCenter.w;
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output.position = viewData.clipCenter;
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output.position.xy += clipOffset;
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output.localUv = quadPos;
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output.colorOpacity = viewData.colorOpacity;
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return output;
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}
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float4 MainPS(VSOutput input) : SV_TARGET
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{
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const float radiusSq = dot(input.localUv, input.localUv);
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if (radiusSq > 1.0)
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{
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discard;
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}
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const float gaussianFalloff = exp(-radiusSq * 2.5);
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const float alpha = saturate(input.colorOpacity.a * gSplatParams.y * gaussianFalloff);
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if (alpha <= 0.001)
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const float alpha =
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saturate(exp(-dot(input.localUv, input.localUv)) * input.colorOpacity.a * gOpacityScaleParams.x);
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if (alpha <= (1.0 / 255.0))
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{
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discard;
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}
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@@ -59,6 +59,8 @@ private:
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Math::Matrix4x4 model = Math::Matrix4x4::Identity();
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Math::Vector4 cameraRight = Math::Vector4::Zero();
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Math::Vector4 cameraUp = Math::Vector4::Zero();
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Math::Vector4 screenParams = Math::Vector4::Zero();
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Math::Vector4 splatParams = Math::Vector4::Zero();
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};
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struct OwnedDescriptorSet {
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@@ -52,6 +52,12 @@ std::vector<const DescriptorSetLayoutBinding*> GatherBindingsOfTypeSorted(
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return bindings;
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}
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bool UsesOpenGLStorageBufferBinding(const DescriptorSetLayoutBinding& binding) {
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return binding.resourceDimension == ResourceViewDimension::Buffer ||
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binding.resourceDimension == ResourceViewDimension::StructuredBuffer ||
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binding.resourceDimension == ResourceViewDimension::RawBuffer;
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}
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} // namespace
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bool OpenGLPipelineLayout::Initialize(const RHIPipelineLayoutDesc& desc) {
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@@ -93,6 +99,7 @@ bool OpenGLPipelineLayout::Initialize(const RHIPipelineLayoutDesc& desc) {
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uint32_t nextCBVBindingPoint = 0;
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uint32_t nextSRVBindingPoint = 0;
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uint32_t nextStorageBufferBindingPoint = 0;
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uint32_t nextUAVBindingPoint = 0;
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uint32_t nextSamplerBindingPoint = 0;
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@@ -100,34 +107,42 @@ bool OpenGLPipelineLayout::Initialize(const RHIPipelineLayoutDesc& desc) {
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const DescriptorSetLayoutDesc& setLayout = m_desc.setLayouts[setIndex];
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SetBindingPointMapping& mapping = m_setBindingPointMappings[setIndex];
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const auto appendBindings =
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[&setLayout](
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DescriptorType type,
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std::unordered_map<uint32_t, uint32_t>& bindingPoints,
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uint32_t& nextBindingPoint) {
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const auto bindings = GatherBindingsOfTypeSorted(setLayout, type);
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for (const DescriptorSetLayoutBinding* binding : bindings) {
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bindingPoints[binding->binding] = nextBindingPoint;
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nextBindingPoint += binding->count > 0 ? binding->count : 1u;
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}
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};
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const auto appendBindings = [&setLayout, &nextStorageBufferBindingPoint](
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DescriptorType type,
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std::unordered_map<uint32_t, uint32_t>& bindingPoints,
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uint32_t& nextBindingPoint,
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bool useStorageBufferNamespace) {
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const auto bindings = GatherBindingsOfTypeSorted(setLayout, type);
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for (const DescriptorSetLayoutBinding* binding : bindings) {
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uint32_t& resolvedNextBindingPoint =
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useStorageBufferNamespace && UsesOpenGLStorageBufferBinding(*binding)
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? nextStorageBufferBindingPoint
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: nextBindingPoint;
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bindingPoints[binding->binding] = resolvedNextBindingPoint;
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resolvedNextBindingPoint += binding->count > 0 ? binding->count : 1u;
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}
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};
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appendBindings(
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DescriptorType::CBV,
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mapping.constantBufferBindingPoints,
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nextCBVBindingPoint);
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nextCBVBindingPoint,
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false);
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appendBindings(
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DescriptorType::SRV,
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mapping.shaderResourceBindingPoints,
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nextSRVBindingPoint);
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nextSRVBindingPoint,
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true);
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appendBindings(
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DescriptorType::UAV,
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mapping.unorderedAccessBindingPoints,
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nextUAVBindingPoint);
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nextUAVBindingPoint,
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true);
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appendBindings(
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DescriptorType::Sampler,
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mapping.samplerBindingPoints,
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nextSamplerBindingPoint);
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nextSamplerBindingPoint,
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false);
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}
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}
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@@ -268,6 +268,7 @@ inline bool TryBuildRuntimeShaderBindings(
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Core::uint32 nextTextureRegister = 0;
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Core::uint32 nextSamplerRegister = 0;
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Core::uint32 nextUnorderedAccessRegister = 0;
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Core::uint32 nextStorageBufferRegister = 0;
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for (Resources::ShaderResourceBindingDesc& binding : outBindings) {
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binding.set = 0;
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switch (binding.type) {
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@@ -276,15 +277,25 @@ inline bool TryBuildRuntimeShaderBindings(
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break;
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case Resources::ShaderResourceType::Texture2D:
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case Resources::ShaderResourceType::TextureCube:
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binding.binding = nextTextureRegister++;
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break;
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case Resources::ShaderResourceType::StructuredBuffer:
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case Resources::ShaderResourceType::RawBuffer:
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binding.binding = nextTextureRegister++;
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binding.binding =
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backend == Resources::ShaderBackend::OpenGL
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? nextStorageBufferRegister++
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: nextTextureRegister++;
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break;
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case Resources::ShaderResourceType::Sampler:
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binding.binding = nextSamplerRegister++;
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break;
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case Resources::ShaderResourceType::RWStructuredBuffer:
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case Resources::ShaderResourceType::RWRawBuffer:
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binding.binding =
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backend == Resources::ShaderBackend::OpenGL
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? nextStorageBufferRegister++
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: nextUnorderedAccessRegister++;
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break;
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default:
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binding.binding = nextUnorderedAccessRegister++;
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break;
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@@ -205,6 +205,9 @@ bool BuiltinGaussianSplatPass::PrepareGaussianSplatResources(
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const RenderContext& context,
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const RenderSceneData& sceneData) {
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if (!EnsureInitialized(context)) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"BuiltinGaussianSplatPass::PrepareGaussianSplatResources failed: EnsureInitialized returned false");
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return false;
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}
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@@ -220,10 +223,16 @@ bool BuiltinGaussianSplatPass::PrepareGaussianSplatResources(
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cachedGaussianSplat->positions.shaderResourceView == nullptr ||
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cachedGaussianSplat->other.shaderResourceView == nullptr ||
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cachedGaussianSplat->color.shaderResourceView == nullptr) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"BuiltinGaussianSplatPass::PrepareGaussianSplatResources failed: gaussian splat GPU cache incomplete");
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return false;
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}
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if (m_passResources == nullptr) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPass::PrepareGaussianSplatResources failed: pass resources missing");
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -232,7 +241,12 @@ bool BuiltinGaussianSplatPass::PrepareGaussianSplatResources(
|
||||
workingSet == nullptr ||
|
||||
workingSet->sortDistances.unorderedAccessView == nullptr ||
|
||||
workingSet->orderIndices.shaderResourceView == nullptr ||
|
||||
workingSet->orderIndices.unorderedAccessView == nullptr) {
|
||||
workingSet->orderIndices.unorderedAccessView == nullptr ||
|
||||
workingSet->viewData.shaderResourceView == nullptr ||
|
||||
workingSet->viewData.unorderedAccessView == nullptr) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPass::PrepareGaussianSplatResources failed: working-set allocation incomplete");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@@ -527,18 +541,19 @@ BuiltinGaussianSplatPass::PassResourceLayout* BuiltinGaussianSplatPass::GetOrCre
|
||||
return failLayout("BuiltinGaussianSplatPass requires a Material resource binding");
|
||||
}
|
||||
if (!passLayout.gaussianSplatOrderBuffer.IsValid() ||
|
||||
!passLayout.gaussianSplatPositionBuffer.IsValid() ||
|
||||
!passLayout.gaussianSplatOtherBuffer.IsValid() ||
|
||||
!passLayout.gaussianSplatColorBuffer.IsValid()) {
|
||||
!passLayout.gaussianSplatViewDataBuffer.IsValid()) {
|
||||
return failLayout(
|
||||
"BuiltinGaussianSplatPass draw pass requires order, position, other, and color gaussian splat buffer bindings");
|
||||
"BuiltinGaussianSplatPass draw pass requires order and view-data gaussian splat buffer bindings");
|
||||
}
|
||||
} else if (usage == PassLayoutUsage::PrepareOrder) {
|
||||
if (!passLayout.gaussianSplatSortDistanceBuffer.IsValid() ||
|
||||
!passLayout.gaussianSplatOrderBuffer.IsValid() ||
|
||||
!passLayout.gaussianSplatPositionBuffer.IsValid()) {
|
||||
!passLayout.gaussianSplatPositionBuffer.IsValid() ||
|
||||
!passLayout.gaussianSplatOtherBuffer.IsValid() ||
|
||||
!passLayout.gaussianSplatColorBuffer.IsValid() ||
|
||||
!passLayout.gaussianSplatViewDataBuffer.IsValid()) {
|
||||
return failLayout(
|
||||
"BuiltinGaussianSplatPass prepare-order pass requires sort distance, order, and position gaussian splat buffer bindings");
|
||||
"BuiltinGaussianSplatPass prepare-order pass requires sort distance, order, position, other, color, and view-data gaussian splat buffer bindings");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -660,6 +675,10 @@ RHI::RHIPipelineState* BuiltinGaussianSplatPass::GetOrCreateComputePipelineState
|
||||
sceneData.globalShaderKeywords);
|
||||
RHI::RHIPipelineState* pipelineState = context.device->CreateComputePipelineState(pipelineDesc);
|
||||
if (pipelineState == nullptr || !pipelineState->IsValid()) {
|
||||
const Containers::String error =
|
||||
Containers::String("BuiltinGaussianSplatPass failed to create compute pipeline state for pass '") +
|
||||
resolvedShaderPass.passName + "'";
|
||||
Debug::Logger::Get().Error(Debug::LogCategory::Rendering, error.CStr());
|
||||
if (pipelineState != nullptr) {
|
||||
pipelineState->Shutdown();
|
||||
delete pipelineState;
|
||||
@@ -718,6 +737,9 @@ BuiltinGaussianSplatPass::CachedDescriptorSet* BuiltinGaussianSplatPass::GetOrCr
|
||||
CachedDescriptorSet& cachedDescriptorSet = m_dynamicDescriptorSets[key];
|
||||
if (cachedDescriptorSet.descriptorSet.set == nullptr) {
|
||||
if (!CreateOwnedDescriptorSet(setLayout, cachedDescriptorSet.descriptorSet)) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPass failed to allocate descriptor set");
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
@@ -921,17 +943,22 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
|
||||
const RenderContext& context,
|
||||
const RenderSceneData& sceneData,
|
||||
const VisibleGaussianSplatItem& visibleGaussianSplat) {
|
||||
auto fail = [](const char* message) -> bool {
|
||||
Debug::Logger::Get().Error(Debug::LogCategory::Rendering, message);
|
||||
return false;
|
||||
};
|
||||
|
||||
if (visibleGaussianSplat.gameObject == nullptr ||
|
||||
visibleGaussianSplat.gaussianSplat == nullptr ||
|
||||
!visibleGaussianSplat.gaussianSplat->IsValid() ||
|
||||
m_passResources == nullptr) {
|
||||
return false;
|
||||
return fail("BuiltinGaussianSplatPass prepare-order failed: invalid visible gaussian splat item");
|
||||
}
|
||||
|
||||
const RenderResourceCache::CachedGaussianSplat* cachedGaussianSplat =
|
||||
m_resourceCache.GetOrCreateGaussianSplat(m_device, visibleGaussianSplat.gaussianSplat);
|
||||
if (cachedGaussianSplat == nullptr || cachedGaussianSplat->positions.shaderResourceView == nullptr) {
|
||||
return false;
|
||||
return fail("BuiltinGaussianSplatPass prepare-order failed: gaussian splat GPU cache is incomplete");
|
||||
}
|
||||
|
||||
Internal::BuiltinGaussianSplatPassResources::WorkingSet* workingSet = nullptr;
|
||||
@@ -939,13 +966,15 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
|
||||
workingSet == nullptr ||
|
||||
workingSet->sortDistances.unorderedAccessView == nullptr ||
|
||||
workingSet->orderIndices.unorderedAccessView == nullptr ||
|
||||
workingSet->orderIndices.shaderResourceView == nullptr) {
|
||||
return false;
|
||||
workingSet->orderIndices.shaderResourceView == nullptr ||
|
||||
workingSet->viewData.unorderedAccessView == nullptr ||
|
||||
workingSet->viewData.shaderResourceView == nullptr) {
|
||||
return fail("BuiltinGaussianSplatPass prepare-order failed: working set allocation is incomplete");
|
||||
}
|
||||
|
||||
const ResolvedShaderPass resolvedShaderPass = ResolvePrepareOrderShaderPass(sceneData);
|
||||
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
|
||||
return false;
|
||||
return fail("BuiltinGaussianSplatPass prepare-order failed: utilities shader pass was not resolved");
|
||||
}
|
||||
|
||||
PassLayoutKey passLayoutKey = {};
|
||||
@@ -958,7 +987,7 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
|
||||
PassLayoutUsage::PrepareOrder);
|
||||
RHI::RHIPipelineState* pipelineState = GetOrCreateComputePipelineState(context, sceneData);
|
||||
if (passLayout == nullptr || pipelineState == nullptr) {
|
||||
return false;
|
||||
return fail("BuiltinGaussianSplatPass prepare-order failed: compute pipeline setup was not created");
|
||||
}
|
||||
|
||||
RHI::RHICommandList* commandList = context.commandList;
|
||||
@@ -979,6 +1008,14 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
|
||||
workingSet->orderIndices.currentState = RHI::ResourceStates::UnorderedAccess;
|
||||
}
|
||||
|
||||
if (workingSet->viewData.currentState != RHI::ResourceStates::UnorderedAccess) {
|
||||
commandList->TransitionBarrier(
|
||||
workingSet->viewData.unorderedAccessView,
|
||||
workingSet->viewData.currentState,
|
||||
RHI::ResourceStates::UnorderedAccess);
|
||||
workingSet->viewData.currentState = RHI::ResourceStates::UnorderedAccess;
|
||||
}
|
||||
|
||||
commandList->SetPipelineState(pipelineState);
|
||||
|
||||
const PerObjectConstants perObjectConstants = {
|
||||
@@ -986,7 +1023,13 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
|
||||
sceneData.cameraData.view,
|
||||
visibleGaussianSplat.localToWorld.Transpose(),
|
||||
Math::Vector4(sceneData.cameraData.worldRight, 0.0f),
|
||||
Math::Vector4(sceneData.cameraData.worldUp, 0.0f)
|
||||
Math::Vector4(sceneData.cameraData.worldUp, 0.0f),
|
||||
Math::Vector4(
|
||||
static_cast<float>(sceneData.cameraData.viewportWidth),
|
||||
static_cast<float>(sceneData.cameraData.viewportHeight),
|
||||
sceneData.cameraData.viewportWidth > 0u ? 1.0f / static_cast<float>(sceneData.cameraData.viewportWidth) : 0.0f,
|
||||
sceneData.cameraData.viewportHeight > 0u ? 1.0f / static_cast<float>(sceneData.cameraData.viewportHeight) : 0.0f),
|
||||
Math::Vector4(static_cast<float>(cachedGaussianSplat->splatCount), 0.0f, 0.0f, 0.0f)
|
||||
};
|
||||
|
||||
if (passLayout->descriptorSetCount > 0u) {
|
||||
@@ -994,7 +1037,7 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
|
||||
for (Core::uint32 descriptorOffset = 0u; descriptorOffset < passLayout->descriptorSetCount; ++descriptorOffset) {
|
||||
const Core::uint32 setIndex = passLayout->firstDescriptorSet + descriptorOffset;
|
||||
if (setIndex >= passLayout->setLayouts.size()) {
|
||||
return false;
|
||||
return fail("BuiltinGaussianSplatPass prepare-order failed: descriptor set index overflow");
|
||||
}
|
||||
|
||||
const BuiltinPassSetLayoutMetadata& setLayout = passLayout->setLayouts[setIndex];
|
||||
@@ -1005,8 +1048,11 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
|
||||
if (!(setLayout.usesPerObject ||
|
||||
setLayout.usesGaussianSplatSortDistanceBuffer ||
|
||||
setLayout.usesGaussianSplatOrderBuffer ||
|
||||
setLayout.usesGaussianSplatPositionBuffer)) {
|
||||
return false;
|
||||
setLayout.usesGaussianSplatPositionBuffer ||
|
||||
setLayout.usesGaussianSplatOtherBuffer ||
|
||||
setLayout.usesGaussianSplatColorBuffer ||
|
||||
setLayout.usesGaussianSplatViewDataBuffer)) {
|
||||
return fail("BuiltinGaussianSplatPass prepare-order failed: unexpected descriptor set layout");
|
||||
}
|
||||
|
||||
const Core::uint64 objectId =
|
||||
@@ -1014,7 +1060,10 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
|
||||
const Resources::GaussianSplat* gaussianSplatKey =
|
||||
(setLayout.usesGaussianSplatSortDistanceBuffer ||
|
||||
setLayout.usesGaussianSplatOrderBuffer ||
|
||||
setLayout.usesGaussianSplatPositionBuffer)
|
||||
setLayout.usesGaussianSplatPositionBuffer ||
|
||||
setLayout.usesGaussianSplatOtherBuffer ||
|
||||
setLayout.usesGaussianSplatColorBuffer ||
|
||||
setLayout.usesGaussianSplatViewDataBuffer)
|
||||
? visibleGaussianSplat.gaussianSplat
|
||||
: nullptr;
|
||||
|
||||
@@ -1033,13 +1082,13 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
|
||||
workingSet->orderIndices.unorderedAccessView,
|
||||
workingSet->viewData.unorderedAccessView);
|
||||
if (cachedDescriptorSet == nullptr || cachedDescriptorSet->descriptorSet.set == nullptr) {
|
||||
return false;
|
||||
return fail("BuiltinGaussianSplatPass prepare-order failed: dynamic descriptor set resolution failed");
|
||||
}
|
||||
|
||||
RHI::RHIDescriptorSet* descriptorSet = cachedDescriptorSet->descriptorSet.set;
|
||||
if (setLayout.usesPerObject) {
|
||||
if (!passLayout->perObject.IsValid() || passLayout->perObject.set != setIndex) {
|
||||
return false;
|
||||
return fail("BuiltinGaussianSplatPass prepare-order failed: per-object binding is invalid");
|
||||
}
|
||||
|
||||
descriptorSet->WriteConstant(
|
||||
@@ -1070,6 +1119,11 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
|
||||
RHI::ResourceStates::UnorderedAccess,
|
||||
RHI::ResourceStates::NonPixelShaderResource);
|
||||
workingSet->orderIndices.currentState = RHI::ResourceStates::NonPixelShaderResource;
|
||||
commandList->TransitionBarrier(
|
||||
workingSet->viewData.shaderResourceView,
|
||||
RHI::ResourceStates::UnorderedAccess,
|
||||
RHI::ResourceStates::NonPixelShaderResource);
|
||||
workingSet->viewData.currentState = RHI::ResourceStates::NonPixelShaderResource;
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1078,10 +1132,15 @@ bool BuiltinGaussianSplatPass::DrawVisibleGaussianSplat(
|
||||
const RenderSurface& surface,
|
||||
const RenderSceneData& sceneData,
|
||||
const VisibleGaussianSplatItem& visibleGaussianSplat) {
|
||||
auto fail = [](const char* message) -> bool {
|
||||
Debug::Logger::Get().Error(Debug::LogCategory::Rendering, message);
|
||||
return false;
|
||||
};
|
||||
|
||||
if (visibleGaussianSplat.gameObject == nullptr ||
|
||||
visibleGaussianSplat.gaussianSplat == nullptr ||
|
||||
!visibleGaussianSplat.gaussianSplat->IsValid()) {
|
||||
return false;
|
||||
return fail("BuiltinGaussianSplatPass draw failed: invalid visible gaussian splat item");
|
||||
}
|
||||
|
||||
const RenderResourceCache::CachedGaussianSplat* cachedGaussianSplat =
|
||||
@@ -1090,28 +1149,29 @@ bool BuiltinGaussianSplatPass::DrawVisibleGaussianSplat(
|
||||
cachedGaussianSplat->positions.shaderResourceView == nullptr ||
|
||||
cachedGaussianSplat->other.shaderResourceView == nullptr ||
|
||||
cachedGaussianSplat->color.shaderResourceView == nullptr) {
|
||||
return false;
|
||||
return fail("BuiltinGaussianSplatPass draw failed: gaussian splat GPU cache is incomplete");
|
||||
}
|
||||
|
||||
if (m_passResources == nullptr) {
|
||||
return false;
|
||||
return fail("BuiltinGaussianSplatPass draw failed: pass resources were not initialized");
|
||||
}
|
||||
|
||||
Internal::BuiltinGaussianSplatPassResources::WorkingSet* workingSet = nullptr;
|
||||
if (!m_passResources->EnsureWorkingSet(m_device, visibleGaussianSplat, workingSet) ||
|
||||
workingSet == nullptr ||
|
||||
workingSet->orderIndices.shaderResourceView == nullptr) {
|
||||
return false;
|
||||
workingSet->orderIndices.shaderResourceView == nullptr ||
|
||||
workingSet->viewData.shaderResourceView == nullptr) {
|
||||
return fail("BuiltinGaussianSplatPass draw failed: working set allocation is incomplete");
|
||||
}
|
||||
|
||||
const Resources::Material* material = ResolveGaussianSplatMaterial(visibleGaussianSplat);
|
||||
if (material == nullptr) {
|
||||
return false;
|
||||
return fail("BuiltinGaussianSplatPass draw failed: gaussian splat material could not be resolved");
|
||||
}
|
||||
|
||||
const ResolvedShaderPass resolvedShaderPass = ResolveGaussianSplatShaderPass(sceneData, material);
|
||||
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
|
||||
return false;
|
||||
return fail("BuiltinGaussianSplatPass draw failed: draw shader pass was not resolved");
|
||||
}
|
||||
|
||||
PassLayoutKey passLayoutKey = {};
|
||||
@@ -1124,12 +1184,12 @@ bool BuiltinGaussianSplatPass::DrawVisibleGaussianSplat(
|
||||
PassLayoutUsage::Draw);
|
||||
RHI::RHIPipelineState* pipelineState = GetOrCreatePipelineState(context, surface, sceneData, material);
|
||||
if (passLayout == nullptr || pipelineState == nullptr) {
|
||||
return false;
|
||||
return fail("BuiltinGaussianSplatPass draw failed: graphics pipeline setup was not created");
|
||||
}
|
||||
|
||||
const MaterialConstantPayloadView materialConstants = ResolveSchemaMaterialConstantPayload(material);
|
||||
if (!materialConstants.IsValid()) {
|
||||
return false;
|
||||
return fail("BuiltinGaussianSplatPass draw failed: material constant payload is invalid");
|
||||
}
|
||||
|
||||
RHI::RHICommandList* commandList = context.commandList;
|
||||
@@ -1140,7 +1200,13 @@ bool BuiltinGaussianSplatPass::DrawVisibleGaussianSplat(
|
||||
sceneData.cameraData.view,
|
||||
visibleGaussianSplat.localToWorld.Transpose(),
|
||||
Math::Vector4(sceneData.cameraData.worldRight, 0.0f),
|
||||
Math::Vector4(sceneData.cameraData.worldUp, 0.0f)
|
||||
Math::Vector4(sceneData.cameraData.worldUp, 0.0f),
|
||||
Math::Vector4(
|
||||
static_cast<float>(sceneData.cameraData.viewportWidth),
|
||||
static_cast<float>(sceneData.cameraData.viewportHeight),
|
||||
sceneData.cameraData.viewportWidth > 0u ? 1.0f / static_cast<float>(sceneData.cameraData.viewportWidth) : 0.0f,
|
||||
sceneData.cameraData.viewportHeight > 0u ? 1.0f / static_cast<float>(sceneData.cameraData.viewportHeight) : 0.0f),
|
||||
Math::Vector4(static_cast<float>(cachedGaussianSplat->splatCount), 0.0f, 0.0f, 0.0f)
|
||||
};
|
||||
|
||||
if (passLayout->descriptorSetCount > 0u) {
|
||||
@@ -1148,7 +1214,7 @@ bool BuiltinGaussianSplatPass::DrawVisibleGaussianSplat(
|
||||
for (Core::uint32 descriptorOffset = 0u; descriptorOffset < passLayout->descriptorSetCount; ++descriptorOffset) {
|
||||
const Core::uint32 setIndex = passLayout->firstDescriptorSet + descriptorOffset;
|
||||
if (setIndex >= passLayout->setLayouts.size()) {
|
||||
return false;
|
||||
return fail("BuiltinGaussianSplatPass draw failed: descriptor set index overflow");
|
||||
}
|
||||
|
||||
const BuiltinPassSetLayoutMetadata& setLayout = passLayout->setLayouts[setIndex];
|
||||
@@ -1159,11 +1225,8 @@ bool BuiltinGaussianSplatPass::DrawVisibleGaussianSplat(
|
||||
if (!(setLayout.usesPerObject ||
|
||||
setLayout.usesMaterial ||
|
||||
setLayout.usesGaussianSplatOrderBuffer ||
|
||||
setLayout.usesGaussianSplatPositionBuffer ||
|
||||
setLayout.usesGaussianSplatOtherBuffer ||
|
||||
setLayout.usesGaussianSplatColorBuffer ||
|
||||
setLayout.usesGaussianSplatSHBuffer)) {
|
||||
return false;
|
||||
setLayout.usesGaussianSplatViewDataBuffer)) {
|
||||
return fail("BuiltinGaussianSplatPass draw failed: unexpected descriptor set layout");
|
||||
}
|
||||
|
||||
const Core::uint64 objectId =
|
||||
@@ -1172,10 +1235,7 @@ bool BuiltinGaussianSplatPass::DrawVisibleGaussianSplat(
|
||||
setLayout.usesMaterial ? material : nullptr;
|
||||
const Resources::GaussianSplat* gaussianSplatKey =
|
||||
(setLayout.usesGaussianSplatOrderBuffer ||
|
||||
setLayout.usesGaussianSplatPositionBuffer ||
|
||||
setLayout.usesGaussianSplatOtherBuffer ||
|
||||
setLayout.usesGaussianSplatColorBuffer ||
|
||||
setLayout.usesGaussianSplatSHBuffer)
|
||||
setLayout.usesGaussianSplatViewDataBuffer)
|
||||
? visibleGaussianSplat.gaussianSplat
|
||||
: nullptr;
|
||||
|
||||
@@ -1194,13 +1254,13 @@ bool BuiltinGaussianSplatPass::DrawVisibleGaussianSplat(
|
||||
workingSet->orderIndices.shaderResourceView,
|
||||
workingSet->viewData.shaderResourceView);
|
||||
if (cachedDescriptorSet == nullptr || cachedDescriptorSet->descriptorSet.set == nullptr) {
|
||||
return false;
|
||||
return fail("BuiltinGaussianSplatPass draw failed: dynamic descriptor set resolution failed");
|
||||
}
|
||||
|
||||
RHI::RHIDescriptorSet* descriptorSet = cachedDescriptorSet->descriptorSet.set;
|
||||
if (setLayout.usesPerObject) {
|
||||
if (!passLayout->perObject.IsValid() || passLayout->perObject.set != setIndex) {
|
||||
return false;
|
||||
return fail("BuiltinGaussianSplatPass draw failed: per-object binding is invalid");
|
||||
}
|
||||
|
||||
descriptorSet->WriteConstant(
|
||||
|
||||
Reference in New Issue
Block a user